[quote who="Murteas" reply="3" id="3283585"] Quoting s23k, reply 2Holding the center mouse button allows pitch and pan for the camera, but it does resolve back to the default pan when released. There is a setting in the options that says "camera snap back after rotation" if you uncheck it the camera will stay in your changed rotation. [/quote] Thanks, I thought that option was for the City view where the camera faces straight down.
s23k
Holding the center mouse button allows pitch and pan for the camera, but it does resolve back to the default pan when released.
[quote who="crimsongekko" reply="759" id="3281806"]check the latest pages of the thread, Sean had posted a link to a file with some good predesigned units for some races, including Magnar [/quote] Thanks! [e digicons]:thumbsup:[/e] @wertu_234 The units file can be found in this post - it's only for some races, hopefully sean will release a unit pack to go with the mod at some later date
[quote who="Alstein" reply="30" id="3282031"]... queues deny the AI the chance to build wonders ... [/quote] Wait, what?! That's tremendously OP - surely a bug, yes?
This mod looks very promising! I am interested in trying it, but the lack of base units is a major deterrent for me. From the Install Instructions: [quote]There are no longer any of the vanilla units such as Defender or Spear Maiden or Scout for Magnar. You must add the units in the Unit folder I provide to your Unit folder. This is located in something like C:\Users\Username\MyGames\Fallen Enchantress\Units. Or where ever your user files are stored. The vanilla Magna
Very interesting walk-through, thanks for posting it! I am curious about a couple build-order points, however. Why cleric first in occupied cities? I generally ignore the cleric line in favor of the bell tower line because of ZOC extension, and thus eventually reduced unrest through ZOC connection. Why workshop first? You mentioned this: [quote who="Tuidjy" reply="2" id="3280733"]I rush the development of a clay quarry in Farmstead I, and start constructing a workshop.
I find very few of the "national wonders" (to borrow from Civ parlance) are worth building, and most of the "world wonders" are trivial in value as well, given their cost. Making the Adventurer's Guild a certain defined xp/turn (ie, not chance) would be a better route imo.
I can verify this bug (though I haven't tested in 1.02), and MadDjinn encountered it in his stream - you can see it here at 19:00, and again later at 1:00:40. A fix here would be tremendous. =) Edit: Seems to be fixed for 1.02.